added challenge level text
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@ -269,7 +269,9 @@ void PlayingState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect l
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challengeClearFx,
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challengeClearOrder,
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challengeClearElapsed,
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challengeClearDuration
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challengeClearDuration,
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ctx.challengeStoryText,
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ctx.challengeStoryAlpha ? *ctx.challengeStoryAlpha : 0.0f
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);
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// Reset to screen
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@ -363,7 +365,9 @@ void PlayingState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect l
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challengeClearFx,
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challengeClearOrder,
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challengeClearElapsed,
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challengeClearDuration
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challengeClearDuration,
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ctx.challengeStoryText,
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ctx.challengeStoryAlpha ? *ctx.challengeStoryAlpha : 0.0f
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);
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}
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}
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@ -73,6 +73,9 @@ struct StateContext {
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double* challengeClearFxElapsedMs = nullptr;
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double* challengeClearFxDurationMs = nullptr;
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std::vector<int>* challengeClearFxOrder = nullptr;
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std::string* challengeStoryText = nullptr; // Per-level briefing string for Challenge mode
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int* challengeStoryLevel = nullptr; // Cached level for the current story line
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float* challengeStoryAlpha = nullptr; // Current render alpha for story text fade
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std::string* playerName = nullptr; // Shared player name buffer for highscores/options
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bool* fullscreenFlag = nullptr; // Tracks current fullscreen state when available
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std::function<void(bool)> applyFullscreen; // Allows states to request fullscreen changes
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